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Fix compilation errors: Update SE_ macros to SpellEffect enums
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@ -544,7 +544,7 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
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for (int x1 = 0; x1 < EFFECT_COUNT; x1++) {
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switch (spell.effect_id[x1]) {
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case SE_Illusion: {
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case SpellEffect::Illusion: {
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if (GetIllusionBlock()) {
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break;
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}
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@ -555,41 +555,41 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
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}
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break;
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}
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case SE_SummonHorse: {
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case SpellEffect::SummonHorse: {
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if (!from_suppress && (RuleB(Character, PreventMountsFromZoning) || !zone->CanCastOutdoor())) {
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BuffFadeByEffect(SE_SummonHorse);
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BuffFadeByEffect(SpellEffect::SummonHorse);
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} else {
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SummonHorse(buffs[index].spellid);
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}
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break;
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}
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case SE_Silence:
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case SpellEffect::Silence:
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{
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Silence(true);
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break;
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}
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case SE_Amnesia:
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case SpellEffect::Amnesia:
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{
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Amnesia(true);
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break;
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}
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case SE_DivineAura:
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case SpellEffect::DivineAura:
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{
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invulnerable = true;
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break;
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}
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case SE_Invisibility2:
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case SE_Invisibility:
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case SpellEffect::Invisibility2:
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case SpellEffect::Invisibility:
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{
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SendAppearancePacket(AppearanceType::Invisibility, Invisibility::Invisible);
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break;
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}
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case SE_Levitate:
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case SpellEffect::Levitate:
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{
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if (!zone->CanLevitate()) {
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if (!GetGM()) {
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SendAppearancePacket(AppearanceType::FlyMode, 0);
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BuffFadeByEffect(SE_Levitate);
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BuffFadeByEffect(SpellEffect::Levitate);
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Message(Chat::Red, "You can't levitate in this zone.");
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break;
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}
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@ -610,18 +610,18 @@ void Client::ReapplyBuff(uint32 index, bool from_suppress)
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break;
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}
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case SE_AddMeleeProc:
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case SE_WeaponProc:
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case SpellEffect::AddMeleeProc:
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case SpellEffect::WeaponProc:
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{
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AddProcToWeapon(GetProcID(buffs[index].spellid, x1), false, 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, buffs[index].casterlevel, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::MELEE_PROC));
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break;
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}
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case SE_DefensiveProc:
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case SpellEffect::DefensiveProc:
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{
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AddDefensiveProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::DEFENSIVE_PROC));
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break;
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}
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case SE_RangedProc:
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case SpellEffect::RangedProc:
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{
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AddRangedProc(GetProcID(buffs[index].spellid, x1), 100 + spells[buffs[index].spellid].limit_value[x1], buffs[index].spellid, GetSpellProcLimitTimer(buffs[index].spellid, ProcType::RANGED_PROC));
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break;
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